Katana Particle System

Here is a short demo of my advanced GPU Particle System for Unity. This Particle System, when finished, should be an easy-to-use tool to handle millions of particles in real-time. Rendering and Physics are completely processed on GPU through compute shader kernels.

SCREEN SPACE RENDERING

I also made some research to be able to render fluids. I found many techniques on the web but here is the document from Nvidia that brought me light on this subject. Based on it, I made all the rendering steps (point sprite, depth to normal, blurring, bilateral filter…). Caustics render pass isn’t done yet and I didn’t implement good physics kernels yet. Particles aren’t interacting each other but only interacting with buffered colliders from the scene.